Summon Spell Tweaks

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Author: Blacksheep Khan

Last revision: 4 Jul, 2016 at 18:33 UTC

File size: 1.12 MB

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Description:

This mod splits out the generic summon spells (e.g. "Summon Wild Animal") into more specific subsets (e.g. "Summon Beast", "Summon Spider", etc.) to enable greater specialisation within your Archdruid’s army.

Have you ever wanted an Arctic-themed army, or for your Archdruid to be known as Lord of Spiders? If the vanilla Archdruid summon spells are too random for your liking, then this is the mod for you.

NOTE: The initial research (e.g. "Summon Wild Animal") has been renamed for greater clarity, but retains its structure, e.g. researching 1 ability unlocks 3 summon spells, to ensure that Archdruids aren’t punished with extra research requirements.

Please note that hovering over the research skill in the spell book will detail all of the summon spells it will unlock – including the casting points and mana cost, multiple times. This is hard-coded into the game and not something I can edit out. It won’t affect your enjoyment of this mod in any way though. 🙂

v1.2: UPDATE July 2016
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By popular demand, I have extended "Avalon’s Summon Spell Tweaks" to the Sorcerer class!

Completing the Phantasm Warrior research will now unlock a new Tier 2 spell, "Summon Wyvern". This will summon a random Frost/Fire/Gold/Obsidian wyvern. Once this is spell is researched, "Summon Fantastic Creature" will now unlock two separate spells – the unchanged Node Serpent spell and a new "Summon Watcher" spell, allowing you to summon a Watcher any time you like.

Also in this update, the Felhorse has been moved to the "Tier I Creature" summon set, and the Nightmare has been moved to the "Mystical Beast" summon set.

No more updates planned to this mod now, unless Triumph release another patch! 😉

v1.1: Minor tweaks to localisation text.